Looks like an NPC Cant find a target, and its waiting on input to procead, and crashed the loop. Do you have any new NPC's or is the crash happening soon after a player disconnects in an area where a child NPC Is about to spawn? (IE RPG turret)
-------- Owner Nigredo Studios http://www.nigredostudios.com --- On Tue, 26/10/10, Andrew Watkins <a...@watkins.to> wrote: From: Andrew Watkins <a...@watkins.to> Subject: [hlcoders] Understanding a confusing crash dump To: hlcoders@list.valvesoftware.com Received: Tuesday, 26 October, 2010, 6:26 AM Source SDK Base 2007, and Modular Combat. Ta Date: Mon, 25 Oct 2010 18:24:53 +0100 > From: Saul Rennison <saul.renni...@gmail.com> > Subject: Re: [hlcoders] Understanding a confusing crash dump > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Message-ID: > <aanlkti=av++v1mxtrdpbuhmckqvp36wihbjvb=a=d...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > What game and engine is the crash occurring in? > > On Monday, October 25, 2010, Andrew Watkins <a...@watkins.to> wrote: > > Hey list, I'm getting another dedicated server crash I don't know how to > > approach fixing. Its another access violation error where the call stack > > frame in question just contains a memory address, the exact error message > is > > this: > > "Unhandled exception at 0x040a000b in 040a000b.mdmp: 0xC0000005: Access > > violation reading location 0x040a000b." > > > > However, although I've seen this particular crash many times (always with > > the same memory address, like I asked about for another crash > previously), > > the last two times it has occurred, there's actually been a call stack - > and > > its been the same each time, it appears to be in stock AI code. The last > > frame however bears no relation to those before it. > > > > Screenshot of the crash / call stack: > > http://www.ftwinston.com/files/040a000b.png > > Actual dump file itself: http://www.ftwinston.com/files/040a000b.mdmp > > > > If I were able to reproduce this error, I'd be able to set about fixing > it, > > so my earlier question about how best to set about reproducing access > > violation errors that only seem to occur [at random] on live servers > still > > stands. > > I can't show you the topmost frame of this call stack, because there is > > nothing loaded for it - all that is shown is the memory address itself, > with > > ?????? as its value, and all adjacent memory addresses similarly. > > My second question is this: has this crash got anything to do with the AI > > code that is running in every frame prior to the crash frame or not? How > can > > I tell? > > > > Thanks > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders